diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2017-08-27 21:07:15 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2017-08-27 22:13:45 +0200 |
commit | 7ad14e7a3e6f87ddc450f7e34621eb5200808451 (patch) | |
tree | 8804d0dd24cc126087462edfbbbf73ed61b56b0e /drivers/gles2/shaders/canvas.glsl | |
parent | 37da8155a4500a9386027b4d791a86186bc7ab4a (diff) |
Dead code tells no tales
Diffstat (limited to 'drivers/gles2/shaders/canvas.glsl')
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 391 |
1 files changed, 0 insertions, 391 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl deleted file mode 100644 index 4b8c553b60..0000000000 --- a/drivers/gles2/shaders/canvas.glsl +++ /dev/null @@ -1,391 +0,0 @@ -[vertex] - -#ifdef USE_GLES_OVER_GL -#define mediump -#define highp -#else -precision mediump float; -precision mediump int; -#endif - -uniform highp mat4 projection_matrix; -uniform highp mat4 modelview_matrix; -uniform highp mat4 extra_matrix; -attribute highp vec3 vertex; // attrib:0 -attribute vec4 color_attrib; // attrib:3 -attribute highp vec2 uv_attrib; // attrib:4 - -varying vec2 uv_interp; -varying vec4 color_interp; - -#if defined(USE_TIME) -uniform float time; -#endif - - -#ifdef USE_LIGHTING - -uniform highp mat4 light_matrix; -uniform highp mat4 light_local_matrix; -uniform vec2 light_pos; -varying vec4 light_uv_interp; - -varying vec4 local_rot; -uniform vec2 normal_flip; - -#ifdef USE_SHADOWS -varying highp vec2 pos; -#endif - -#endif - -#if defined(ENABLE_VAR1_INTERP) -varying vec4 var1_interp; -#endif - -#if defined(ENABLE_VAR2_INTERP) -varying vec4 var2_interp; -#endif - -//uniform bool snap_pixels; - -VERTEX_SHADER_GLOBALS - -void main() { - - color_interp = color_attrib; - uv_interp = uv_attrib; - highp vec4 outvec = vec4(vertex, 1.0); -{ - vec2 src_vtx=outvec.xy; -VERTEX_SHADER_CODE - -} -#if !defined(USE_WORLD_VEC) - outvec = extra_matrix * outvec; - outvec = modelview_matrix * outvec; -#endif - - - -#ifdef USE_PIXEL_SNAP - - outvec.xy=floor(outvec.xy+0.5); -#endif - - - gl_Position = projection_matrix * outvec; - -#ifdef USE_LIGHTING - - light_uv_interp.xy = (light_matrix * outvec).xy; - light_uv_interp.zw =(light_local_matrix * outvec).xy; -#ifdef USE_SHADOWS - pos=outvec.xy; -#endif - - local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy )*normal_flip.x; - local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy )*normal_flip.y; - -#endif - -} - -[fragment] - -#ifdef USE_GLES_OVER_GL -#define mediump -#define highp -#else -precision mediump float; -precision mediump int; -#endif - - -uniform sampler2D texture; // texunit:0 -uniform sampler2D normal_texture; // texunit:0 - -varying vec2 uv_interp; -varying vec4 color_interp; - -#ifdef MOMO - -#endif - -#if defined(ENABLE_SCREEN_UV) - -uniform vec2 screen_uv_mult; - -#endif - -#if defined(ENABLE_TEXSCREEN) - -uniform vec2 texscreen_screen_mult; -uniform vec4 texscreen_screen_clamp; -uniform sampler2D texscreen_tex; - -#endif - - -#if defined(ENABLE_VAR1_INTERP) -varying vec4 var1_interp; -#endif - -#if defined(ENABLE_VAR2_INTERP) -varying vec4 var2_interp; -#endif - -#if defined(USE_TIME) -uniform float time; -#endif - -#ifdef USE_MODULATE - -uniform vec4 modulate; - -#endif - -#ifdef USE_LIGHTING - -uniform sampler2D light_texture; -uniform vec4 light_color; -uniform vec4 light_shadow_color; -uniform float light_height; -varying vec4 light_uv_interp; -uniform float light_outside_alpha; - -varying vec4 local_rot; - -#ifdef USE_SHADOWS - -uniform highp sampler2D shadow_texture; -uniform float shadow_attenuation; - -uniform highp mat4 shadow_matrix; -varying highp vec2 pos; -uniform float shadowpixel_size; - -#ifdef SHADOW_ESM -uniform float shadow_esm_multiplier; -#endif - -#endif - -#endif - -#if defined(USE_TEXPIXEL_SIZE) -uniform vec2 texpixel_size; -#endif - - -FRAGMENT_SHADER_GLOBALS - - -void main() { - - vec4 color = color_interp; - -#ifdef USE_DISTANCE_FIELD - const float smoothing = 1.0/32.0; - float distance = textureLod(texture, uv_interp,0.0).a; - color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a; -#else - color *= texture2D( texture, uv_interp ); - -#endif - - vec3 normal; - normal.xy = textureLod( normal_texture, uv_interp, 0.0 ).xy * 2.0 - 1.0; - normal.z = sqrt(1.0-dot(normal.xy,normal.xy)); - -#if defined(ENABLE_SCREEN_UV) - vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult; -#endif - - -{ -#if defined(USE_NORMALMAP) - vec3 normal_map=vec3(0.0,0.0,1.0); - float normal_depth=1.0; -#endif - -FRAGMENT_SHADER_CODE - -#if defined(USE_NORMALMAP) - normal = mix(vec3(0.0,0.0,1.0), normal_map * vec3(2.0,-2.0,1.0) - vec3( 1.0, -1.0, 0.0 ), normal_depth ); -#endif - -} -#ifdef DEBUG_ENCODED_32 - highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ); - color = vec4(vec3(enc32),1.0); -#endif - -#ifdef USE_MODULATE - - color*=modulate; -#endif - - -#ifdef USE_LIGHTING - - vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping - - normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy; - - float att=1.0; - - vec2 light_uv = light_uv_interp.xy; - vec4 light = texture2D(light_texture,light_uv) * light_color; -#if defined(USE_OUTPUT_SHADOW_COLOR) - vec4 shadow_color=vec4(0.0,0.0,0.0,0.0); -#endif - - if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) { - color.a*=light_outside_alpha; //invisible - - } else { - -#if defined(USE_LIGHT_SHADER_CODE) -//light is written by the light shader - { - vec4 light_out=light*color; -LIGHT_SHADER_CODE - color=light_out; - } - -#else - - vec3 light_normal = normalize(vec3(light_vec,-light_height)); - light*=max(dot(-light_normal,normal),0.0); - - color*=light; -/* -#ifdef USE_NORMAL - color.xy=local_rot.xy;//normal.xy; - color.zw=vec2(0.0,1.0); -#endif -*/ - -//light shader code -#endif - - -#ifdef USE_SHADOWS - - float angle_to_light = -atan(light_vec.x,light_vec.y); - float PI = 3.14159265358979323846264; - /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays - float ang*/ - - float su,sz; - - float abs_angle = abs(angle_to_light); - vec2 point; - float sh; - if (abs_angle<45.0*PI/180.0) { - point = light_vec; - sh=0.0+(1.0/8.0); - } else if (abs_angle>135.0*PI/180.0) { - point = -light_vec; - sh = 0.5+(1.0/8.0); - } else if (angle_to_light>0.0) { - - point = vec2(light_vec.y,-light_vec.x); - sh = 0.25+(1.0/8.0); - } else { - - point = vec2(-light_vec.y,light_vec.x); - sh = 0.75+(1.0/8.0); - - } - - - highp vec4 s = shadow_matrix * vec4(point,0.0,1.0); - s.xyz/=s.w; - su=s.x*0.5+0.5; - sz=s.z*0.5+0.5; - - highp float shadow_attenuation=0.0; - -#ifdef USE_DEPTH_SHADOWS - -#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).r) - -#else - -//#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ) -#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ) - -#endif - - - -#ifdef SHADOW_PCF5 - - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0; - shadow_attenuation/=5.0; - -#endif - -#ifdef SHADOW_PCF13 - - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*3.0,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*4.0,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*5.0,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*6.0,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*3.0,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*4.0,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*5.0,sh))<sz?0.0:1.0; - shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*6.0,sh))<sz?0.0:1.0; - shadow_attenuation/=13.0; - -#endif - -#ifdef SHADOW_ESM - - - { - float unnormalized = su/shadowpixel_size; - float fractional = fract(unnormalized); - unnormalized = floor(unnormalized); - float zc = SHADOW_DEPTH(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh)); - float zn = SHADOW_DEPTH(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh)); - float z = mix(zc,zn,fractional); - shadow_attenuation=clamp(exp(shadow_esm_multiplier* ( z - sz )),0.0,1.0); - } - -#endif - -#if !defined(SHADOW_PCF5) && !defined(SHADOW_PCF13) && !defined(SHADOW_ESM) - - shadow_attenuation = SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0; - -#endif - -#if defined(USE_OUTPUT_SHADOW_COLOR) - color=mix(shadow_color,color,shadow_attenuation); -#else - //color*=shadow_attenuation; - color=mix(light_shadow_color,color,shadow_attenuation); -#endif -//use shadows -#endif - } - -//use lighting -#endif - //color.rgb*=color.a; - gl_FragColor = color; - - -} - |